Chems and Consumables

Contents

Certain drinks and foods, and almost all chems have a chance of addiction. Should a player become addicted to a substance, then they will crave that material for a determined period of time until they either kick the addiction, get cured, or satisfy their craving. Every time an addicted player takes his dependent chem, the time to kick the habit is reset. The craving translates out to a long debuff that is equal to the drug's Down Effect. If a substance has no down effect, then simply use the debuffs in the substance's regular effect. To determine addiction chance after stats modifier, simply subtract the player's EN from the listed addiction chance. Should you have a trait or perk that modifies addiction chance, multiply the addiction chance by this before subtracting EN.

Ex.

Ted of the wilds has 2 EN and the Chem Resistant perk. He wants to huff Jet.

Jet's addiction chance is 50%

50/2 = 25

25 - 2 EN = 23

Ted's chance of becoming addicted to jet is 23%. When he gets high, he would roll a d%, and should it land on 23 or lower, he would become dependent on the chem and have withdrawl symptoms for 1 Month should he refuse to feed his cravings.

Chems are addictive substances used to immediately alter the user's state of mind or physicality. They are cheap, highly useful, change combat, but often come at a penalty after awile, and can be debilitating to a character should they become addicted. Chems also speed up the metabolism of the human body, causing it to process foods and water at a faster rate for a spell, to make up for the energy being used and to filter the toxins.

These are non-addictive substances that speed up the healing process, or help the body cope with other medical problems, such as radiation, addiction, poison or crippled limbs. Like Chems, most healing medicines tax the body of it's nutrients and thus can reduce your HNG and H2O

Effects: When wrapped around a crippled limb, this stim and chem soaked gauze will immediately harden into a shell and fix a crippled limb in (24 - Medic skill) hours (Minimum 1 Hour). The stims and thickness of the Splint-Boy allow for it to automaticly set the bones of a crippled limb back in place.

Alcohol tolerance is END based, the tougher you are, the more you can put down. Every beer, shot, mixer or glass of wine you drink counts as 1 on your drunkeness scale. The human liver (ghoul and Super mutant included) will drop your drunk scale by 1 drink an hour. You must get at least buzzed to feel the stats effects of an alcoholic drink. It takes 2 more drinks for a super mutant to get drunk then a human, and 1 less drink for a ghoul to get drunk then a human.